Lord Generic Productions Euphoria Programming Page

Welcome friends to our programming page. We are VERY excited about
Euphoria, a FAST interpreted language for the PC. We are currently
using it to prototype a number of uncomming game projects. Samples of
what we are working on will be provided from time to time as
programming examples and tutorials for the Euphoria community. If you
have something to share, you can e-mail it to me at Pastor@BeRighteous.com

NEW GAME!!! Snack
Attack!

It's been 5 years in the making -
well, I started it 5 years ago, and forgot about it until last month
when I started doing the Crash Course again. - but it's Finally
Here!!! Snack Attack! It's the most awesome game ever written in
Euphoria, at least I my mom thinks so, and who's gonna argue with
her?This version has new 3D-Look maze tiles and sprites, as well as
an all new sound engine and better controls. Click
Here to Download the Alpha Version 300k (no source)

changes since the last alpha version:

Replaced the sfx2 sound drivers
with Liquid Nitrogen's Ecstacy sound system, which is very cool and
much more stable

Added new graphics

Reworked the keyboard
controls so they are less sluggish

Misc cosmetic and play adjustments

Here's some awesome screen shots!
It's getting prettier.

Ya wanna learn how to create cool games like this in Euphoria? Check out:

Week4 - The
Art Specification- Part 1 - The
Basics of Computer ArtIn this week's lesson we cover
everything you need to know about computer graphics in order to
design the art for a game on the PC. included are Computer Graphics,
Video Modes, Resolution, Aspect Ratio, Pixels, Palettes, RGB values,
Masking, Sprites, Backgrounds, and Anti-aliasing.

Week
6 - A Discourse on Production ValuesHow much you care about your game
directly affects people's response to your game. Too often
programmers spend nearly ALL of their production time on how their
game works, and nearly NONE on how it looks or how it will be
perceived by players. This week we're taking a diversion away from
the Design Specification to talk about what I call "Production Values."

Our course project is based on
Snack Attack! See above. Download the game and from the link above
and play it about 10,000 times. The lessons we're working on now form
the deaign specification for this game. Once we get through the
design we will be writing the code for this game. NOTE:
You can look at all the art in the game by viewing Contact2.gif

Instead of cryptic data files or
150 image files, I'm storing all the game images in this one 640x480
image. The program loads the image and cuts the sprites out of it to
use. So if you want to change all the artwork in the game to suit
your tastes, you only need to edit the one image. I think this is a
pretty neat idea.

The OidZone Programmer's Reference is a 100+ page book which includes
the complete Design Spec for OidZone, the theory behind all the
routines, SOURCE CODE, and a line by line analysis of every routine.
Purchasing this reference also gives you to a limited royalty-free
license to use our Arcade Game Engine in your own games. This is a
must for game programmers or game programmer wannabees. The cost is
$20 + Shipping. click
here to email me about purchasing it.

You MUST GET THIS REFERENCE! With it and the source code you can
build your own games in no time. StarThief was retro-fit into the
OidZone game engine to a playable form in only 2 days! Why reinvent
the wheel, when you can use mine? VROOM!

All the pieces are here, 2 player games, animated sprites, collision
detection, SFX management, animated displays, automated attention
getter, about information, scoring, level, high-score lists saved to
disk, loading multiple images from single data files, keeping track
of an unlimited number of animated sprites, AI "directors",
everything you need to do the "behind the scenes" stuff.
Just add art, some game-specific AI code, and you can build a
commerical quality game FAST. If you want to do games, you need to
have this reference.